0.3.7-P2: Bugfix Patch 2


Good morning!

The 0.3.7-P2 installation has been reuploaded with several bugs fixed, including a critical error during the Aeternator fight. It's recommended that you install this version and move your saves over.

BUGFIXES:

  • Aeternator's Toxic Poison will no longer crash the game when trying to ramp up.
  • Brill can no longer walk into the Aeternator arena without starting the fight.
  • Loadout 5 should now actually save to an actual slot that actually exists in the internal loadouts array.
  • The Lil' Alchemist has stopped paying you for items in extra points; she'd like to get a chart in the future that catalogues how much each item is worth before doing that again.

Files

Ruphand 0.3.7-P2.zip 530 MB
41 days ago

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Comments

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(5 edits) (+1)

How does Block work again? Wearing the Genji Shield, I block, and then punch a Tomalagamate, managing to block its Elemental Backlash.

...

Uh, does the Hard Mode records work? Wins is the same as floor count -1, right? My best was getting to Floor 8, but records is 0.

Also, how does Lanterngeists' reactions to being Burned work? I hit one with Condensed Fire without realizing the trick, but the Linger counter was still 2, never 4.

Crystal Mantids being hard on themselves. I guess they're not made of diamond, otherwise it'd be a pun?

Is the initial challenge supposed to be Easy or Normal? Because the name vs the records don't match.

Is there an NPC that talks about how the Challenge Tower works? I kept getting Ink-ed by Arcanoctopi on multiple floors and they seem to keep dealing 1 more damage each time?

...

Was fighting a Genji Crab... Not sure how this calculation makes sense:

Its 39 def vs. Brill's 150% ATK at 43 ATK Punch, leads to 7 damage?

(+1)

Block doesn't go down until after your attack. (While this was unintentional, it's something I'm aware of and try to balance around.)

Lanterngeists need to attack while Burned for the extra Lingering turns to set up, I think? I remember having some difficulty getting it to work, so I'll give the code a look again soon, along with the Hard Win Streaks (which should work, I've got no idea why they wouldn't).

The enemies in the Tower actually slowly gain more HP, Attack, Defense, and Block Strength as you go. An NPC explaining this would be a good idea; I'll place one in the next patch. (That's the likely explanation of the Genji Crab's damage calculation- he might've just had a different Defense total, the base for a Genji Crab is 35.)

(+1)

Thanks for the quick response!

Interesting how we have two kinds of battle time issues. Things happening too fast, and things not happening fast enough?
1. Brill's Block not falling immediately after Punching, and the Counterattack she recieves being too immediate.
2. Enemies that look like they should attack without any delay between them, actually have their attack progress meters go out of sync.

I had ideas about running scripts that meta-monitor the timing of everyone and force them to stay in sync after every move, but that sounds complex?

Well, good luck! Have a good week or whatever!

(+1)

That might be worth looking into. I'd have to figure out how the ATB system works internally, but again, it's one of those things that I can probably figure out now that I have more general coding experience. I might have to make one more patch between 0.3.7-P3 and 0.4.0.

On my own copy, I've just fixed the issues with Lanterngeists and Win Streaks, as well as a few more I found: a bug where a certain Tower Lord would remove the "1 Gravity Only" limitation on himself (making him hilariously easy) and the Lightning Rod effect on a certain Challenger activating even if that Challenger is KO'd. I'll give the "1 Gravity Only" effect an icon since it would probably be good to show that, and then I'll upload the version with the bugfixes.

(+1)

Man, some of Lucky Lass effects really drop off. 2 HP regen's meh, but 120% speed is nice.

Leaning on pure Star Burst isn't getting me far in Challenge Tower Hard Mode! Heh!